Gunner

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pawelgbw
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Gunner

Post by pawelgbw » Thu Jun 29, 2017 10:01 am

This is a standalone script.
Settings AS: PlayerAid->AutoChain

Code: Select all

Entity = nil
Weapon1H = nil
Weapon1HCH = nil
FlagWeaponChange = false


function OnLoad()
	   Write ("[Q] - use cannon")
	   Write ("[E] - use revolver")
	Register ("Set1HCHTrue", "Q")
	Register ("Set1HCHFalse", "E")

	CheckRealWeapon()
	Weapon1HCH = Weapon1H
end


function OnRun()
	Entity=EntityList:GetEntity(Player:GetTargetID())
	if (Entity==nil or Entity:IsObject()==true or Entity:IsDead()==true or Entity:IsFriendly()==true or Entity:IsGatherable()==true) then
		return
	end

	--Shock State
	if CheckSkill_ACT_CDR("Seizure Projectile") then
		PlayerInput:Console("/skill Seizure Projectile")
		return
	end

	if CheckSkill_ACT_CDR("Escape") then
		PlayerInput:Console ("/skill Escape")
		return
	end
	if CheckSkill_ACT_CDR("Remove Shock") then
		PlayerInput:Console("/skill Remove Shock")
		return
	end
    -- Evasion / Resistance
    if CheckSkill_ACT_CDR("Aimed Weakpoint Shot") then
    	PlayerInput:Console("/skill Aimed Weakpoint Shot")
    	return
    end
	-- Aether's Hold
	if CheckSkill_ACT_CDR("Torment Cannon Ball") then
		if Weapon1H == true then
			PlayerInput:Console("/skill Torment Cannon Ball")
			return
		end
		Weapon1HCH = true
		return
	end

	CheckRealWeapon()
	if Weapon1H ~= Weapon1HCH then
		if FlagWeaponChange == false then
			PlayerInput:Console ("/changeweaponset")
			FlagWeaponChange = true
			if CheckSkill_ACT_CDR("Projectile of Silence") then
				PlayerInput:Console("/skill Projectile of Silence")
				return
			end
			if CheckSkill_ACT_CDR("Gift of Magic Power") then
				PlayerInput:Console("/skill Gift of Magic Power")
				return
			end
			if CheckSkill_ACT_CDR("Retreal Shot") then
				PlayerInput:Console("/skill Retreal Shot")
				return
			end
		end
		return
	end
	FlagWeaponChange = false

	if Weapon1H == true then
		Weapon1H_Attack()
	else
		Weapon2H_Attack()
	end
end

function Weapon1H_Attack()
	if Player:GetManaCurrent()<404 then
		Weapon1HCH = false
		return
	end

	if CheckSkill_ACT_CDR("Concentrated Cannon Shot") then
		PlayerInput:Console("/skill Concentrated Cannon Shot")
		return
	end

	if CheckSkill_ACT_CDR("Snow Projectile") then
		PlayerInput:Console("/skill Snow Projectile")
		return
	end

	if CheckSkill_ACT_CDR("Frost Cannon") then
		PlayerInput:Console("/skill Frost Cannon")
		return
	end

	if CheckSkill_ACT_CDR("Fire Cannon") then
		PlayerInput:Console("/skill Fire Cannon")
		return
	end

	if CheckSkill_ACT_CDR("Spirit Cannon") then
		PlayerInput:Console("/skill Spirit Cannon")
		return
	end
	Weapon1HCH = false
end

function Weapon2H_Attack()
	if CheckSkill_ACT_CDR("Heavy Projectile") then
		PlayerInput:Console ("/skill Heavy Projectile")
		return
	end
	if CheckSkill_ACT_CDR("Repeated Rapid Fire") then
		PlayerInput:Console ("/skill Repeated Rapid Fire")
		return
	end
	if CheckSkill_ACT_CDR("Repeated Volley") then
		PlayerInput:Console ("/skill Repeated Volley")
		return
	end

	if CheckSkill_ACT_CDR("Rapid Soul Fire") then
		PlayerInput:Console("/skill Rapid Soul Fire")
		return
	end
	if CheckSkill_ACT_CDR("Soul Volley") then
		PlayerInput:Console("/skill Soul Volley")
		return
	end
	if CheckSkill_ACT_CDR("Seal Shot") then
		PlayerInput:Console("/skill Seal Shot")
		return
	end

	if CheckSkill_ACT_CDR("Weakpoint Shot") then
		PlayerInput:Console("/skill Weakpoint Shot")
		return
	end
	if CheckSkill_ACT_CDR("Debilitating Volley") then
		PlayerInput:Console("/skill Debilitating Volley")
		return
	end

	if Player:GetMana() < 50 and CheckSkill_ACT_CDR("Soul Shot") then
		PlayerInput:Console("/skill Soul Shot")
		return
	end
	if CheckSkill_ACT_CDR("Pistol Shot") then
		PlayerInput:Console("/skill Pistol Shot")
		return
	end

	if CheckSkill_ACT_CDR("Wild Magic Projectile") then
		PlayerInput:Console("/skill Wild Magic Projectile")
		return
	end
	if CheckSkill_ACT_CDR("Restoration Volley") then
		PlayerInput: Console("/skill Restoration Volley")
		return
	end
	if CheckSkill_ACT_CDR("Lifeline Penetration") then
		PlayerInput:Console("/skill Lifeline Penetration")
		return
	end
	if CheckSkill_ACT_CDR("Aimed Wing Shot") then
		PlayerInput:Console("/skill Aimed Wing Shot")
		return
	end
	if CheckSkill_ACT_CDR("Soulsucker Shot") then
		PlayerInput:Console("/skill Soulsucker Shot")
		return
	end
	if CheckSkill_ACT_CDR("Encircling Bomb") then
		PlayerInput:Console("/skill Encircling Bomb")
		return
	end
	if CheckSkill_ACT_CDR("Disrupter Shot") then
		PlayerInput:Console("/skill Disrupter Shot")
		return
	end
	if CheckSkill_ACT_CDR("Sighting Shot") then
		PlayerInput:Console("/skill Sighting Shot")
		return
	end
	if CheckSkill_ACT_CDR("Insert Magic Projectile") then
		PlayerInput:Console("/skill Insert Magic Projectile")
		return
	end
	if CheckSkill_ACT_CDR("Load Magic Projectile") then
		PlayerInput:Console("/skill Load Magic Projectile")
		return
	end
	Weapon1HCH = true
end


function CheckRealWeapon()
	Weapon1H = false
	for Inventory in ListIterator( InventoryList:GetList()) do
		if Inventory:GetType():ToString() == "Weapon2H" and Inventory:GetSlot():ToString() == "3" then
			Weapon1H = true
			break
		end
	end
end

function CheckSkill_ACT_CDR (Name)
	local Ability = AbilityList:GetAbility( Name );
	if Ability ~= nil and Ability:GetActivated()==true and Ability:GetCooldown()==0 then
		return true
	end
	return false
end

function CheckSkill_ACT (Name)
	local Ability = AbilityList:GetAbility( Name );
	if Ability ~= nil  and Ability:GetActivated()==true then
		return true
	end
	return false
end

function Set1HCHTrue()
	Weapon1HCH = true
end

function Set1HCHFalse()
	Weapon1HCH = false
end

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